I haven’t used the Wow physics engine to get the 3D objects to obey the laws of physics in a Sandy world. That may be a mistake, as I don’t know how good it is. Lately there has been som buxx around the jiglibflash 3D physics engine, and I decided to take it for a test run. It’s really an amazing piece of work, and the author muzer and codevelopers really know a thing or two about physics.

Thomas created adapter classes between Sandy and jiglibflash to make it easy to connect Sandy 3D visual objects with the physics aware objects of jiglib. The adapter classes, one representing a Sandy shape and one being the facad or proxy for the jiglib engine, are very helpful in creating new twin objects.

There isn’t much documentation for the physics engine so far, so I had to search the web quite a bit, as well as reading code for other 3D engines and try to understand the code. I also got firm and fast advice from the jiglibflash forum by the author himself.
I finally managed to get a tutorial rolling. It is by no means exhaustive, but I believe it will get you started. Have a look and do some experiments.
It’s awfully fun